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Thread: what is nintendo best game

  1. #81
    Senior Member ShadowLegend's Avatar
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    I mean I don't think anyone specifically plays it for the story but it's fairly noticeable when a series has a full on campaign mode created for it simply to see it dropped from the sequel without a replacement.


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  2. #82
    Senior Member CommanderMcBragg's Avatar
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    Well I believe it's been stated that the subspace's inclusion was the reason Brawl's balance was so poor, because they had to put way too much resources into it. Even considering Smash 4's lack of single player content, the subspace was a greater detriment to Brawl than Smash 4 not having much of note.
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  3. #83
    Senior Member ShadowLegend's Avatar
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    Well I believe it's been stated that the subspace's inclusion was the reason Brawl's balance was so poor, because they had to put way too much resources into it
    I don't really see the connection; it was a sidescrolling campaign using the game's engine and everything; CG cutscenes, etc would have been developed by a different team than those designing the character balance, if they were developed in-house at all.


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  4. #84
    Senior Member CommanderMcBragg's Avatar
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    Quote Originally Posted by ShadowLegend View Post
    I don't really see the connection; it was a sidescrolling campaign using the game's engine and everything; CG cutscenes, etc would have been developed by a different team than those designing the character balance, if they were developed in-house at all.
    I remember an interview about them having to do the whole campaign (minus cutscenes) in-house, so that would certainly take up a lot of their time.

    So yeah, here is the interview, and while it's not directly stated, it is noted that the development team didn't intend to handle all of that work themselves, but had to, therefore less time spent on other areas of the game.
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  5. #85
    Senior Member ShadowLegend's Avatar
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    Quote Originally Posted by CommanderMcBragg View Post
    I remember an interview about them having to do the whole campaign (minus cutscenes) in-house, so that would certainly take up a lot of their time.

    So yeah, here is the interview, and while it's not directly stated, it is noted that the development team didn't intend to handle all of that work themselves, but had to, therefore less time spent on other areas of the game.
    Yeah undoubtedly it took work but making 2 versions (as they did with 4) likely took more work, I'd think?


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  6. #86
    Senior Member bruh's Avatar
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    Smash was never a game that needed a story mode, lol.
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  7. #87
    Senior Member ShadowLegend's Avatar
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    I think every game should feature a strong single player mode, regardless of focus on multiplayer.

    Subspace certainly had flaws but it added hours to Brawl's roster of single player content that was completely gone in its successor.


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  8. #88
    Senior Member Twilight_Jedi's Avatar
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    I think in Smash's case, Adventure Mode is a more accurate descriptor over Story Mode. Yes, the latter is a fairly generalized label for any single-player mode with a narrative in games that may not necessarily be targeted primarily towards single-player (such as fighters and shooters), but even still, I feel the distinction is important as that's what was used for both Melee and Brawl's 'campaign modes', though Melees was more of a collection of stages as there wasn't really even a semblance of narrative there.

  9. #89
    Senior Member CommanderMcBragg's Avatar
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    Quote Originally Posted by ShadowLegend View Post
    Yeah undoubtedly it took work but making 2 versions (as they did with 4) likely took more work, I'd think?
    Well the major difference between the two versions were the stages (and smash run/tour), which was a terrible decision to split them up between two games. They didn't have to deal with the lengthy stages that subspace had, plus all the stickers.
    McBragg'd, noun: A state in which a user argued incessantly over an idea in an unpleasable manner, often resulting in contempt and/or drama.
    The super villain, Dr. Eggman, discovers a powerful Ragnium element in Ragna Rock island which can fuel his robots and make them faster than Sonic.

  10. #90

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    Quote Originally Posted by Twilight_Jedi View Post
    I also really appreciated the Subspace Emissary. Masahiro Sakurai teaming up with scenario writer Kasushige Nojima, who did a lot of work with Square before going freelance? Nojima being someone who is rather reputable and known as a strong industry voice for his writing? Yes, please. (Credits include Final Fantasy VII as well as its remake and quite a few other main entries of the series as well as Dissidia games, the first two numbered entries of the Kingdom Hearts series and CoM, and more. He also had work before his brief time working for Square as well.)

    I think the combinations present in Smash 4 were more than ideal for an Adventure/Journey of a scenario.

    I think an Adventure Mode isn't too much to ask on the single-player end of Super Smash Bros. It is important to pay attention to the multiplayer too since it is a major forte of the franchise, but still...
    Kojima wrote the Codec Talks for Smash in like...2 Weeks.
    And yet it was still more entertaining than Nojima's how.

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